After waiting a few hours, Ryan was startled to see that the first person to wake from Class Selection was, strangely enough, Alexis. Blinking owlishly in the light of the late afternoon she stumbled in his direction after finding her bearings. Her target was clearly John, who, fortunately, was sitting next to Ryan. William, Miguel and then the rest joined them in short order. After gathering herself for a moment, Alexis started explaining. According to her, she had been presented with three class choices as the Welcome Message had promised. The Interface provided her with a list of suggestions, ranked from one to ten, and then just lumped all the remaining options into a big group. The first recommended class had been the Survivalist, the information provided on it fairly bare bones. Instead of continuing with her explanation Alexis shared her complete class information with the group:
Class: Reinforcing Combat Healer
This class is comparable to a mobile field hospital and insures that both during and outside of combat that the Player’s Allies remain alive and well to tackle ever more difficult challenges. Recommended Stat priorities: Energy, Will, Intellect, Perception, Dexterity, Constitution, Agility, Strength.
Skill: Guided Reinforcement (achievement reward)
(Channelled: Allows Player to assist target in guiding the reinforcement process of the Skill: Directed Metabolic Reinforcement)
Class 1: Survivalist
Category: Enhancement
This Class provides few Skills but will mutate the Player to allow for better survival in any environments. The following will be granted at Level 10:
Mutation: Omnivore
(Player can eat and digest almost all organic substances, poisons based on proteins are ineffective and may nourish the Player)
Skill: Directed Metabolic Reinforcement
(Passive: Player slowly metabolises non-toxic materials, whether organic or inorganic over time and stores them. Active, Channelled: Player may utilise stored materials to reinforce their body permanently. This reinforcement is independent from energetic reinforcement and can permanently improve the bodies Characteristics. *Note: This Class is recommended for all humans who wish to progress to the Exodus Worlds as environments may be inimical to survival. *Warning: Improper application may result in loss of function, mutilation or death of the Player)
Class 2: Medic
Category: Hybrid Combat Support
This class is designed to allow the Player to engage in combat while supporting allies by application of Healing, Energetic Barriers and Auras. Primarily focused on utilising Matter, Biological and Time Affinity Skills to restore allies’ physical wounds. Supplemented by application of external physical remedies. *Note: Suggested complimentary Professions: Alchemist and Surgeon. The following will be granted at Level 10:
Skill: Heal
(Active: Direct Energy to reform biological matter and increase targets regeneration for a short amount of time; Range: Moderate)
Skill: Stabilise
(Active: Direct Energy to create a physical barrier in or on a targets body to isolate certain areas from the environment or within targets body. Can be used offensively in a limited manner; Range: Moderate)
Skill: First Aid
(Passive: Increases Player’s medical knowledge, specifically with respect to triage, Player can properly utilise physical aids to stabilise or heal a target; Range: Variable)
Skill: Lesser Shield
(Active: Utilise energy to surround Player with an energetic barrier (various affinities) that protects Player from energetic and physical attacks; Strength of shield dependent on finesse and Energy utilised, Duration: Until depleted; Range: Moderate)
Skill: Self-defence
(Passive: Grants Player basic knowledge and proficiency to utilise armed or unarmed combat techniques to physically defend themselves in close combat)
Skill: Regeneration Aura
(Aura: When active, increases allies’ passive regeneration by a factor dependent on Skill Level and Energy Supplied; Range: Moderate)
Class 3: Healer
Category: Support
This Class provides the Player with the necessary tools to ensure the optimal physical recovery of the Player’s allies from any wounds taken. Primarily focused on restoring allies to full health outside of combat. *Note: Suggested complimentary Professions: Alchemist and Surgeon. The following will be granted at Level 10:
Mutation: Quantum Crystal Memory Lattice
(This mutation allows the Player to dedicate a portion of the energy of their Core to grow a Quantum Crystal Memory Lattice which can store a vast wealth of information which will form part of the Player’s intrinsic knowledge. Incorporates medical information learned naturally and allows immediate download and seamless integration of information via the Interface*. *Note: This is limited to information related to the Player’s Class which can be obtained via the Interface including properly formatted information purchased from traders)
Mutation: Healer’s Eye
(This mutation grows an additional sensory organ that can interpret and then display the results returned from Comprehensive Scan)
Skill: Comprehensive Scan
(Active: Utilise Energy to comprehensively scan a compliant targets body using a variety of affinities, primarily electromagnetic, biological and matter, Range: Touch)
Skill: Energy Conduit
(Active: Allows Player to share Energy with actively willing target, Range: Moderate)
Skill: Cleanse
(Channelled: Channel Energy to remove harmful matter and/or Energy from target’s body. Range: Touch. *Note Effectiveness of the Skill is reliant on Player’s understanding of the body of the target and her finesse in directing the required Energy in execution of its function.)
Skill: Restore
(Channelled: Utilise the Player’s, the target’s and a limited amount of environmental quantum energy to restore the target’s body to peak physical condition, can regrow lost limbs. Range: Touch. *Note Effectiveness of the Skill is reliant on Player’s understanding of the body of the target and her finesse in directing the required Energy in execution of its function.)
Before anyone could ask any questions Alexis shared an extract of her log, asking them to first peruse it before she would explain what had happened in detail.
…Player initialised class selection…
…Classes chosen: Survivalist, Combat Medic, Healer…
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…Professions chosen: Alchemist, Surgeon, Animal Husbandry…
…Synergy detected…
…determining criteria…
…assigning bonus…
…achievement earned - Full Synergy…
…auto assigning reward…
…downloading information…
…integrating classes…
…integration complete…
…Interface reboot completed…
Alexis explained that the first suggested Class was Survivalist, followed by Combat Medic and then Beast Tamer. Exterminator and Tamer were only then followed by Healer. She had browsed through the first couple of choices but to her it had been clear that she would choose both Healing Classes together with Survivalist. Beast Master would have allowed her to form deep bonds with up to three pets and would have granted both her pets and herself synergised combat skills together with limited pet healing. Tamers, according to what she could glean, could easily form shallow bonds with a greater number of pets but were less reliant on strengthening the bond and pets seemed more like a temporary alliance. Exterminator was focused on pest extermination. She had also been offered Paladin as a class, which according to seemed to be a heavily armoured defensive melee class utilising Auras and Passive Skills to protect themselves and their allies. As to the rest of her options she declared that her memory of the classes not ranked within the first ten was fuzzy.
After she had chosen her Classes she was provided with the option to choose her professions simultaneously, which she considered to be sensible. She explained that she had elected to wait on choosing her professions to best synergise with her classes, stating that Animal Husbandry would allow her to bond deeper with Kira and care for her better, especially as she hadn’t chosen a pet related class.
During Alexis’ explanation, Lizzy first and then more and more people were slowly awakening out of their stupor and William decided that they postpone class selection of the second group until everyone had woken up and they had dinner as a group. In an aside to Ryan he mentioned that this would allow John to collate all Information so far and hopefully provide the second group with some recommendations before they commenced the process.
Dinner was a quick affair and Ryan kept an eye on John the entire time, impatiently waiting while the man scribbled in his notepad, absently chewing on a piece of sirloin. When William approached him the analyst shooed him off. So the second group sat around John in a circle, waiting for him to finish. An indeterminable amount of time later John looked up.
“As far as I can determine Classes are broadly separated into two types: Combat and non-combat, each division separated into several categories. So far we have catalogued Melee, Range, Support, and Hybrid of the combat type classes, further subdivided by a focus on the physical or the energetic spectrum, which I assume is a flexible description. As far as I can determine. For the non-combat classes I have less information, however so far the chosen classes are categorised broadly into leadership, administration, support and professional categories, though so far I lack data to make any further observations. The Help Menu doesn’t assist here either.” John took a breath. “ According what information I received from the first group, the Class of Crafter unlocks additional resources and Skills for people that have chosen their Professions and is geared for supporting a community of combat Classers. Professional allows the choice of two additional professions, but those are restricted to non-crafting professions such as teaching, communications specialist and an undertermined amount of other professions… selecting it as a Class displays the additional professions the Player can choose.” After another deep breath John continued: “Enhancement as a category cannot be placed into either combat or non-combat so it is an outlier. Survivalist is also the only class choice so far that has been strongly suggested by the Interface, so my recommendation is that it should be taken. Otherwise I suggest you just take your preferences and your willingness to engage in combat into consideration when choosing classes. After most of the first group have now also chosen at least two recommended Professions I suggest that the rest of us hold off on making a choice now and wait till we can compare recommendations and already chosen Professions so we can rectify any glaring lack we may discover. With that, I suggest we don’t linger her for longer than we need to and get started.”
Ryan moved towards the centre of the river, surrounded by people starting a watch rotation to ensure their safety. He wasn’t comfortable lying down defenceless in a hostile environment, unprotected by sturdy walls. So he suggested that the group build a makeshift boma, chopping down bushes and piling up a hedge around the defenceless members. Lizzy enthusiastically agreed and the entire group quickly set up the boma before they got started with the second batch of people choosing Classes.
Lying on his back, watching the stars, Ryan elected to proceed with the Class selection. Immediately, he found himself floating in an infinite black space, devoid of any sensation but fully aware. A somber voice greeted him, echoing through the void. The entire experience was surreal so Ryan barely paid attention to the communication but still understood its warning. “…choice is irreversible and final.” Free floating ornate text appeared before him, glowing in a subdued golden tone.
Please choose three Classes. First ten choices are ranked according to compatibility. The remaining choices are further suggestions. Player may elect to choose any other class, but be advised that some classes may be incompatible and choice may result in adverse consequences.
1. Survivalist
2. Shifter
3. Hunter
4. Runner
5. Sniper
6. Scout
7. Marksman
8. Archer
9. Crafter
10. Gunslinger
Messenger, Mule, Professional, Assassin, Rogue, Mage, Elementalist, Monk, Brawler, Tribune, Commander.
Deciding to start from the back Ryan perused the options. Tribune and Commander were leadership classes, focused on non-combat and combat respectively. Brawler was a purely physical unarmed combat class whereas Monk included a focus on amplifying unarmed combat with specific affinities. Elementalist focused on developing Skills in one affinity exclusively, Mage had a broader focus on using various of his strongest affinities. Rogue was a close combat melee class focused on stealthily disposing of opponents, whereas Assassin was more broadly capable but focused on taking out sapient targets unobserved. Messenger was exactly what it said, physically carrying messages from one point to another whereas Mule was a Class literally designed for carrying heavy loads. Professional and Crafter he just ignored entirely. Gunslinger was a Class designed for using a variety of firearms and basically required that the Player chose to specialise as a Gunsmith. Marksman was similar but with a focus on long range firearms. Sniper was exactly what he assumed it would be, same as Archer. Runner was a general Class focused on running, which was the weirdest Class he could think off. Scout was so far the only Class that appealed to him, a class designed to move through various terrains unobserved and report their findings to their group. With a focus on ranged weaponry and stealth.
Hunter was exactly what he wished for:
Class: Hunter
Category: Ranged Combat
This class is designed to allow the Player to track and eliminate a variety of targets, with an initial focus on strong individual attacks at range. Can be further specialised into various sub-classes upon selection. The following is granted at Level 10:
Mutation: Enhanced Senses
(Player’s senses are enhanced. All of the Player’s sensory organs, dependent on race, are enhanced beyond their usual sensitivity. Player’s ability to process sensory signals improved. Effectiveness of mutation dependent on base physiology.)
Skill: Basic Ranged Weapon Proficiency
(Passive: Player is granted knowledge and basic proficiency with a broad variety of ranged weapons appropriate for their physiology)
Skill: Track
(Passive: Player is granted knowledge and proficiency in identifying tracks and tracking targets through various terrains using their senses)
Skill: Hunter’s Mark
(Active: Player marks one target with a soul link, becoming aware of the targets precise location within a limited range for a limited time: Range: Sight. *Note Effectiveness and duration determined by Player’s Skill Level and Soul Affinity)
Skill: Identify Weakness
(Active: Through careful observation and application of acquired knowledge Player may possibly identify target’s vulnerabilities)
Skill: Stealth
(Passive: Player obtains knowledge and basic proficiency in moving silently and unobserved through a variety of environments. Effectiveness dependent on Level and Player’s situational awareness, further dependent on sensitivity of targets senses.)
Hunter was an automatic yes, so Ryan continued to his last option. If Shifter was what he thought it meant, and considering that it was the most highly rated selection after Survivalist, it likely did, it should also be considered an automatic yes.
Class: Shifter
Category: Enhancement, Hybrid Utility
This class is designed to allow the Player to be passively aware of his precise location in space and time and to utilise his spatial affinity to open dimensional rifts for locomotion. The following is granted at Level 10:
Mutation: (Untranslatable) – designated: Bifröst
Multipurpose organ that allows the Player to be aware of his position in the Space Time Continuum, sensitivity to position within the Bulk and gravitational fluctuation. Allows instinctual utilisation of various Shift Skills.
Mutation: Quantum Crystal Processing Lattice
Quantum Crystal Processing Lattice that is grown in parallel to Player’s neural pathways dealing with the processing required for the effective utilisation of Bifröst. *This Lattice will be grown immediately upon selection of Class and permanently reduces the Player’s available energy by 500 points. In addition, System Administration has elected to hold Player’s further Class Development until he has earned a further 1000 Experience to recoup the cost of implantation.
Skill: Dimensional Anchor
(Active: Allows Player to create up to Skill Level/10 (minimum of 1) Dimensional Anchors tied to a physical object with a mass exceeding 500 kilograms. Dimensional Anchors allow Player to Dimensional Shift to the Anchor or open a portal to the Anchors location.)
Skill: Dimensional Shift – error, Player already has Skill.
Skill: Portal
(Channelled: Allows Player to open a dimensional portal between two locations within sight, or to a Dimensional Anchor: Range: Sight. Size and Cost dependent on Player’s Skill Level)
So, even given the fact that it would cost quite a lot to choose the class, it was an automatic yes as well. Ryan finalised his choices, Survivalist, Shifter and Hunter were more fitting and hopefully powerful than he had possibly could have hoped. Just before he faded into absolute blackness he could feel the uncomfortable itching and downright torturous process of mutation commencing and his last thought was that he didn’t look forward to waking up to the immediate consequences.